Author Topic: Platform engine demo  (Read 2729 times)

ParanoiaDragon

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Re: Platform engine demo
« Reply #75 on: January 09, 2011, 08:18:58 PM »
Yeah they did some neat stuff with Aeroblasters, that Stage 6 part might be considered h-int(horizontal interupt), like you said, in Air Zonk, though, this seems to overlap slightly, so, I'm not 100% sure.

ccovell

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Re: Platform engine demo
« Reply #76 on: January 09, 2011, 11:50:23 PM »
I think from a technical standpoint Shadow of the Beast's vertical scrolling for the bg (or lack thereof) makes it static(which I believe is still dynamic paralax) which is easier then to have it scroll.  But having a bg that would scroll along with the rest of the level(at the same speed) making it solid vertically I would figure would be eaier yet.

The clip from SotB does have both horizontal and vertical parallax, in that the two backgrounds are scrolling in relation to each other.  The only thing that fooled you is that the far background has a vertical scroll speed of 0 yet the near background has a nonzero scroll speed.  It has no relationship at all to "dynamic" tiles (or "static" ones or whatnot.)  The Amiga can manage 2 scrolling background planes just fine.

Oh, and stages 5 and 6 on Aeroblasters has H-int parallax scrolling no different than stage 1 or 2, etc.  The bars that scroll up the screen are still solid strips of horizontal BG tile layer, and can't be seen through at any point, like they could on a system that has two true BG layers (MD, SGX, SFC, Amiga.)

ParanoiaDragon

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Re: Platform engine demo
« Reply #77 on: January 10, 2011, 01:29:49 PM »
Wow, then yeah I guess vertically it's going reaaaaaallly slow rather then static, like the moon in Monolith.

As for Aeroblasters, yeah I forgot about that solid bar......not that I still 100% understand paralax, but I know stuff on the Turbo usually has to be straightedged for it to overlap if using tiles, & if curves are needed, you add some sprites on those straightedges.

Vecanti

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Re: Platform engine demo
« Reply #78 on: January 10, 2011, 04:22:06 PM »
Oh, and stages 5 and 6 on Aeroblasters has H-int parallax scrolling no different than stage 1 or 2, etc.  The bars that scroll up the screen are still solid strips of horizontal BG tile layer, and can't be seen through at any point, like they could on a system that has two true BG layers (MD, SGX, SFC, Amiga.)

Ah! Ok, I think I got it now. I thought the BG tile layers couldn't overlap.  I knew you couldn't see through them.  Making sense. Thanks guys.


mrhaboobi

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Re: Platform engine demo
« Reply #79 on: February 13, 2011, 01:11:35 PM »
now what id love is something that documents teh concepts and says what algorithms are used and why, essentially the dummies guide to 2d platform games for newbies..  Seeing nicely documented source may be a great start :).. ive been tinkering on PSX dev in C, and this "knowledge" would be helpful on that platform aswell :)
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Black Tiger

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Re: Platform engine demo
« Reply #80 on: February 13, 2011, 01:27:31 PM »
Oh, and stages 5 and 6 on Aeroblasters has H-int parallax scrolling no different than stage 1 or 2, etc.  The bars that scroll up the screen are still solid strips of horizontal BG tile layer, and can't be seen through at any point, like they could on a system that has two true BG layers (MD, SGX, SFC, Amiga.)

Ah! Ok, I think I got it now. I thought the BG tile layers couldn't overlap.  I knew you couldn't see through them.  Making sense. Thanks guys.



I believe that full horizontal sections can push up or down over the rest, but not vertical ones going left or right. The KO bar in SFII' is a famous use of that.
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nodtveidt

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Re: Platform engine demo
« Reply #81 on: March 06, 2011, 06:09:58 PM »
It's been awhile since I posted anything about this game, since MSR has been in the forefront for some time now. But anyways...

I've decided to change from doing it dual-presentation style to just sticking with side-scrolling, similar to Cadash. The main reason for this is that honestly... I actually prefer it that way. :) This also means that there will be less code involved, and also, fewer graphics requirements, meaning that both the environments and the characters in them can be more detailed.

The hired musician for this production has been doing a kickass job on the soundtrack. I will likely do some youtube videos featuring her work not long after MSR is finished. We're still aiming for a Summer 2011 release, but it's still too early to tell.

henrycsc

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Re: Platform engine demo
« Reply #82 on: April 08, 2011, 03:02:57 PM »
Bravo Rover!  Can't Wait!
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nodtveidt

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Re: Platform engine demo
« Reply #83 on: April 09, 2011, 05:50:44 AM »
Shiny new youtube video:


and the build used to make it:

http://www.nodtveidt.net/monorisu.7z

ParanoiaDragon

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Re: Platform engine demo
« Reply #84 on: April 09, 2011, 03:54:34 PM »
Lookin' nice!  Music is sounding nice as well!  And for anyone wondering, no, I didn't do the music.  I don't have time to be involved in Epona, mainly cuz Epona is a professional company with deadlines, whereas, Frozen Utopia is more of a hobby company.  So, atleast for now, I won't be offering to do music on the Epona label.  But, I'm jealous of the quality of the musician Nod got!
« Last Edit: April 10, 2011, 10:48:00 AM by ParanoiaDragon »

esteban

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Re: Platform engine demo
« Reply #85 on: April 09, 2011, 08:15:32 PM »
Shiny new youtube video:



and the build used to make it:

http://www.nodtveidt.net/monorisu.7z


Very nice :). And the music is classy.
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sunteam_paul

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Re: Platform engine demo
« Reply #86 on: April 09, 2011, 09:02:38 PM »
Looks very promising. I'm eager to see the final game now.
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spenoza

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Re: Platform engine demo
« Reply #87 on: April 10, 2011, 08:07:11 PM »
I still think the dude moves too quickly and the jumping is a little twitchy. Graphically, however, it looks quite impressive.
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_joshuaTurbo

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Re: Platform engine demo
« Reply #88 on: April 11, 2011, 04:51:08 AM »
I really like the inclusion of climbing ropes and using that as a strategy on the boss!  Great stuff!  Kind of like a mix of Super Mario Bros. 2 and Downland for the Tandy CoCo.

Really looking forward to this!

shubibiman

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Re: Platform engine demo
« Reply #89 on: April 11, 2011, 09:11:44 PM »
I still think the dude moves too quickly and the jumping is a little twitchy.

Ditto.

Very nice transparency effect!
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